• Title/Summary/Keyword: Application Empathy

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A Study on Effects of the Service Quality and the Usage Review Characteristics of Smartphone Majib App on Satisfaction and Reuse Intention of Majib App (스마트폰 맛집 앱 서비스품질과 사용후기 특성이 앱만족 및 재이용의도에 미치는 영향에 관한 연구)

  • Han, Ji-Soo
    • Culinary science and hospitality research
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    • v.22 no.2
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    • pp.234-251
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    • 2016
  • The purpose of this study is to verify the effects of service quality and usage review of smartphone Maiib application(apps) on satisfaction, and reuse intention, convenience sampling method was employed and survey was conducted during the 15th of September, 2015 to the 30th on October as perceived by smartphone Maiib app users. Total of 312 responses were collected, and 295 usable data were used for statistical analysis excluding missing data. Descriptive analysis, factor analysis, and SEM were used to verify the hypothesis. The results from this study are as follows: first, reliability, empathy, usefulness of service quality significantly impact on Majib app satisfaction except informativeness and mobility; second, review assentation of the usage review characteristics significantly impact on Majib app satisfaction but review usefulness of the usage review characteristics significantly did not influence on Majib app satisfaction; third, smartphone Majib app satisfaction critically influences on reuse intention. Based on these results, current study can contribute to verify useful information is very important antecedent to construct the effective marketing strategy by smartphone app.

A Study on Component of Storytelling on the middle school 1 Mathematics Textbooks (중학교 1학년 수학 교과서에 반영된 스토리텔링 구성요소 분석)

  • Min, Mi Hong;Huh, Nan
    • Communications of Mathematical Education
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    • v.27 no.4
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    • pp.547-566
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    • 2013
  • Education, Science and Technology Department in January 2012, announced the advancement of mathematics education scheme. Select a textbook of storytelling method in policy by this, it is easy to understand the math, and that you can learn happily, was fabricated and spread. In this study, we selected three of the textbook that describes the set to its characteristics the application of storytelling in a textbook of mathematics 13 different middle school that will be used from March 2013. And of research that the textbook is to analyze the reflected reality of storytelling that is part of the advancement scheme of mathematics education content and direction and basic curriculum of current. View by presenting instead I is an object of the present invention. Six components of storytelling in the teaching and learning context that is proposed in the Park's study (2012) are used to analyze. Those are 'Persona', 'empathy', 'analogy', 'aesthetic experience ', 'plot' and 'time'. The data were analyzed storytelling was used to introduce the nature and mathematical concepts in math textbook based on these elements 6. That is looking at the ratio of the presence or absence of reflecting elements of storytelling on teaching and learning context that the data storytelling meets much the elements of storytelling to investigate the characteristics of each textbook. It is expected to provide the information and resources needed to develop methods and materials that can be studied to be interested in conjunction with real life mathematics as a result of this study.

The Case Study on Game Balancing for Player VS Player Fighting Game (대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구)

  • Han, Seung-Woo;Lee, Jae-Joong;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.15-27
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    • 2008
  • Games can be divided into different genres such as action, adventure, role playing, simulation and etc based on the types of the play provided to a player. And each genre has various kinds of balancing system. Fighting games are classified as one of the action genres. They seem to have a simple structure but there is a variety of complex balancing factors. Because there are quite a number of the fighting games that were developed in a relatively short period, it is possible to identify diverse balancing systems in the fighting games from unstable ones in the early stage to the recent ones in a stable condition. The balancing system allows players to use all the contents offered in the game by eliminating the imbalance created among the various components. It helps players maintain their interest during the procedure. Furthermore, it gives the justification, increases the efficiency of controlling, and develops the empathy in the process. Therefore, the balancing system plays a crucial role in the games when it comes to getting an evaluation and building popularity, which can determine its lifespan. In this study, we researched on the possibilities of expanding an application to the other genres by understanding the established balancing model developed from the case study of the fighting games.

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Case of Service Design Process for Medical Space Focused on Users (사용자중심 의료공간을 위한 서비스디자인 프로세스의 적용사례)

  • Noh, Meekyung
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.21 no.4
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    • pp.27-36
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    • 2015
  • Purpose: Of late, the focus of service design is moving toward emphasizing customer satisfaction and taking users' experience more seriously. In addition to the change in perspective in service design, scholars in this area are paying more attention to service design methodology and process, as well as its theory and real-world case studies. In the case of medical space, there have been few studies in attempting to apply service design methods useful for deriving user-focused results. The author of this paper believes, however, case study-oriented approaches are more needed in this area rather than ones focusing on theoretical aspects. The author hopes thereby to expand the horizon to practical application of spatial design beyond service design methodology. Methods: In order to incorporate the strengths of service design methodology that can reflect a variety of user opinions, this study will introduce diverse tools in the framework of double diamond process. In addition, it will present field cases that successfully brought about best results in medical space design. It will end with summarizing the ideal process of medical space design which is reasonable and comprehensive. Results: Medical service encompasses preventive medicine as well as treatment of existing medical conditions. A study in establishing the platform of medical service design consists of a wide range of trend research, followed by the summary of two-matrix design classification based on results of the trend research. The draft of design process is divided into five stages composed of basic tools for establishing spatial flow lines created by matching service design tools with each stage of space design processes. In all this, most important elements to consider are communication and empathy. When service design is actually applied to space design, one can see that output has reflected the users' needs very well. The service design process for user-oriented medical space can thus be established by interactions on the final outcome and feedback on the results. Implications: One can see that the service design with the hospital at its center produces the result that encompasses the user's needs best. If the user-focused service design process for medical space can be extended to other space designs, the author believes that it would enhance the level of satisfaction for users and minimize trials and errors.

Research on the Dynamic Application of Cultural and Creative Products based on Museum Resources (박물관 자원에 기초한 문화 창작물의 활성화 응용 연구)

  • Qi, xiao;Pan, Younghwan;Jang, Wan-Sok
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.151-166
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    • 2022
  • Museum is the carrier and symbol of history and cultural accumulation, and the museum cultural relics are clues with the spirit of history. Moreover, the museum cultural and creative products are portable history. Museum has changed form the traditional "object-basic" model to the modern "people-basic" model, which pays more attention to its living inheritance. Therefor, the museum cultural and creative products is also the way of expression of its living inheritance. This paper analyzes the opportunities and difficulties of cultural and creative products of Chinese museums by means of network survey, field survey and expert interview. In order to improve the design method of cultural and creative products. By exploring the cultural connotation, broadening the functional factors, innovating the design factors and creating the empathy factor between products and people to explore and the verify. Trying to make up the imperfect design methods of cultural and creative products in small and medium-sized museums which leads to the lack of function, innovation and communication of cultural and creative products. We try to attract more people's attention, spread traditional culture and realize the resonance between people and objects.

A Study on the Expansion of Stage Costumes in the Contemporary Ballet Play <'That' Girl> (창작 발레극 <'그' 소녀> 에 나타난 무대의상의 확장성 연구)

  • Jinyoung Ryu;Sojung Chang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.779-785
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    • 2023
  • In the creation of non-verbal dance performance, stage costumes are an important element of visual expression and serve an expanded role in addition to its fundamental decorativeness, representation of status reflective of the historical setting of the act and functionality for the dance movement. We intends that the purpose of this research is to analyze the expanded role of the costumes in the creative ballet <'That' Girl>, and through this exercise, provide foundational data on and suggest new future directions for stage costume design. <'That' Girl> is composed of two acts, offering condolences and eliciting empathy by conveying the fear experienced by the victims of the time. The second dance act representing freedom and "Haan" requires this expanded application of costume design. The costume design was inspired by the "Statue of Peace" representing comfort women, and completed through three draft designs and material experiments testing the ease of operation of the strings and fabrics installed in the costumes as well as the functionality of the associated ballet movements. In conclusion, expansion of time & space, expansion of form and expansion of symbolic expression were shown in the dance of liberation using strings wrapped around the arms and through the cloth embodying 'Haan' hidden in front of the costume.

The Study on the Application Plan of democratic citizenship education for Christian Education in the era of Climate Crisis (기후 위기 시대에 기독교 교육을 위한 민주시민교육의 적용방안)

  • Jang-Heum Ok
    • Journal of Christian Education in Korea
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    • v.74
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    • pp.7-31
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    • 2023
  • The climate crisis threatens Earth's ecosystems and biodiversity. In particular, it can be said that the cause of the global crisis began with human greed. An educational alternative is needed to change the Christian worldview that causes greed. The purpose of this study is to find ways to apply democratic citizenship education to Christian education as an alternative to overcome the climate crisis. The contents of the study to achieve the purpose were first the essence of Christian citizenship education was examined by dividing it into citizenship education, democratic citizenship education, and Christian citizenship education. Second, The model of democratic citizenship education was established by defining its goals, content, methods, and directions within the context of Christian citizenship education. Third, the application plan of Christian education for democratic citizenship education was classified into 7 categories and proposed; environmental education to overcome the climate crisis, ethical education to restore the public role of the church, education to form God's character, education to realize the village education community, education that promotes Christ's peace and Christ education that fosters consideration for multicultural individuals, and literacy education to prevent the negative impacts of digital media culture. Next, the plan to apply democratic citizenship education to Christian education is, first, to reduce human greed and restore God's creation order through environmental education that can overcome the climate crisis. Second, through ethics education to restore the church's public nature, it is necessary to restore the church's role for the church's moral empathy and publicity. Third, through the education that forms the God's character, it is necessary to form a mature character of faith in which personality and faith are harmonious and balanced. Fourth, schools, villages, and churches form a community through education that realizes a village education community so that the members of the village can obtain educational results. Fifth, through education that aims for the peace of the God Christians should be able to live as Christian democratic citizens who achieve peace in the kingdom of God. Sixth, through education that considers multicultural people, faith education that helps them overcome discrimination, exclusion, and hatred toward multicultural people with the love of Jesus Christ and seek a life of coexistence. Seventh, through literacy education that prevents the harmful effects of digital media culture, personal ability to read and write in media should ultimately be improved to the ability to practice socially.